Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
path spacifically
It is, however, totally doable. I'm not up for it at the moment though.
Not sure if a better way to add to the existing factions is gonna be implemented.
I wonder though, why is it that mods that add to the vanilla factions never seem to alter the existing techs? Is that impossible or forbidden for some reason? It'd really be a lot more convenient for everyone involved, but apparently it either can't be done or is at the very least very difficult to do, because I haven't seen it happen yet.
And somebody already included it in some vanilla expansion thing.
I won't remake the thing though. I think the gatling drone kinda serves the purpose anyway.
Also yeah forgot to update the new sprites and stuff. Will do that soon.
Will update sprites later.
Coalition: New weapon
Techion: Two new weapons
Browncoats: New weapon
Dummy: New unit
Now supports the Void Wanderers activity (weapons add to the existing factions!)
I will probably get back to this game when the next update comes, provided that there is one.
The workshop should work just fine though.
I might make a forum post for this one if needed.
you have my love.
Keep up the good work :)
It's just that you can't really add anything from a mod to pre-existing factions, at least not officially.